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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
Dean Herbert dc817b62cc
Fix editor performance dropping over time when hit markers are enabled
There's probably a better solution but let's hotfix this for now.
2024-06-26 01:06:37 +09:00

352 lines
12 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Osu.Skinning;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public partial class DrawableHitCircle : DrawableOsuHitObject, IHasApproachCircle
{
public OsuAction? HitAction => HitArea.HitAction;
protected virtual OsuSkinComponents CirclePieceComponent => OsuSkinComponents.HitCircle;
public SkinnableDrawable ApproachCircle { get; private set; } = null!;
public HitReceptor HitArea { get; private set; } = null!;
public SkinnableDrawable CirclePiece { get; private set; } = null!;
protected override IEnumerable<Drawable> DimmablePieces => new[] { CirclePiece };
Drawable IHasApproachCircle.ApproachCircle => ApproachCircle;
private Container scaleContainer = null!;
private ShakeContainer shakeContainer = null!;
public DrawableHitCircle()
: this(null)
{
}
public DrawableHitCircle(HitCircle? h = null)
: base(h)
{
}
[BackgroundDependencyLoader]
private void load()
{
Origin = Anchor.Centre;
AddRangeInternal(new Drawable[]
{
scaleContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Children = new Drawable[]
{
HitArea = new HitReceptor
{
CanBeHit = () => !AllJudged,
Hit = () => UpdateResult(true)
},
shakeContainer = new ShakeContainer
{
ShakeDuration = 30,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
CirclePiece = new SkinnableDrawable(new OsuSkinComponentLookup(CirclePieceComponent), _ => new MainCirclePiece())
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
ApproachCircle = new ProxyableSkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.ApproachCircle), _ => new DefaultApproachCircle())
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
Scale = new Vector2(4),
}
}
}
}
},
});
Size = HitArea.DrawSize;
PositionBindable.BindValueChanged(_ => UpdatePosition());
StackHeightBindable.BindValueChanged(_ => UpdatePosition());
ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
}
public override double LifetimeStart
{
get => base.LifetimeStart;
set
{
base.LifetimeStart = value;
ApproachCircle.LifetimeStart = value;
}
}
public override double LifetimeEnd
{
get => base.LifetimeEnd;
set
{
base.LifetimeEnd = value;
ApproachCircle.LifetimeEnd = value;
}
}
protected virtual void UpdatePosition()
{
Position = HitObject.StackedPosition;
}
public override void Shake() => shakeContainer.Shake();
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
Debug.Assert(HitObject.HitWindows != null);
if (!userTriggered)
{
if (!HitObject.HitWindows.CanBeHit(timeOffset))
{
ApplyResult((r, position) =>
{
var circleResult = (OsuHitCircleJudgementResult)r;
circleResult.Type = r.Judgement.MinResult;
circleResult.CursorPositionAtHit = position;
}, computeHitPosition());
}
return;
}
var result = ResultFor(timeOffset);
var clickAction = CheckHittable?.Invoke(this, Time.Current, result);
if (clickAction == ClickAction.Shake)
Shake();
if (result == HitResult.None || clickAction != ClickAction.Hit)
return;
ApplyResult<(HitResult result, Vector2? position)>((r, state) =>
{
var circleResult = (OsuHitCircleJudgementResult)r;
circleResult.Type = state.result;
circleResult.CursorPositionAtHit = state.position;
}, (result, computeHitPosition()));
}
private Vector2? computeHitPosition()
{
if (HitArea.ClosestPressPosition is Vector2 screenSpaceHitPosition)
return HitObject.StackedPosition + (ToLocalSpace(screenSpaceHitPosition) - DrawSize / 2);
return null;
}
/// <summary>
/// Retrieves the <see cref="HitResult"/> for a time offset.
/// </summary>
/// <param name="timeOffset">The time offset.</param>
/// <returns>The hit result, or <see cref="HitResult.None"/> if <paramref name="timeOffset"/> doesn't result in a judgement.</returns>
protected virtual HitResult ResultFor(double timeOffset) => HitObject.HitWindows.ResultFor(timeOffset);
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
CirclePiece.FadeInFromZero(HitObject.TimeFadeIn);
ApproachCircle.FadeTo(0.9f, Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
ApproachCircle.ScaleTo(1f, HitObject.TimePreempt);
ApproachCircle.Expire(true);
}
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateStartTimeStateTransforms();
// always fade out at the circle's start time (to match user expectations).
ApproachCircle.FadeOut(50);
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
Debug.Assert(HitObject.HitWindows != null);
// todo: temporary / arbitrary, used for lifetime optimisation.
this.Delay(800).FadeOut();
switch (state)
{
default:
ApproachCircle.FadeOut();
break;
case ArmedState.Idle:
HitArea.Reset();
break;
case ArmedState.Miss:
this.FadeOut(100);
break;
}
Expire();
}
public Drawable ProxiedLayer => ApproachCircle;
protected override JudgementResult CreateResult(Judgement judgement) => new OsuHitCircleJudgementResult(HitObject, judgement);
public partial class HitReceptor : CompositeDrawable, IKeyBindingHandler<OsuAction>
{
// IsHovered is used
public override bool HandlePositionalInput => true;
/// <summary>
/// Whether the hitobject can still be hit at the current point in time.
/// </summary>
public required Func<bool> CanBeHit { get; set; }
/// <summary>
/// An action that's invoked to perform the hit.
/// </summary>
public required Action Hit { get; set; }
/// <summary>
/// The <see cref="OsuAction"/> with which the hit was attempted.
/// </summary>
public OsuAction? HitAction { get; private set; }
/// <summary>
/// The closest position to the hit receptor at the point where the hit was attempted.
/// </summary>
public Vector2? ClosestPressPosition { get; private set; }
public HitReceptor()
{
Size = OsuHitObject.OBJECT_DIMENSIONS;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
CornerRadius = OsuHitObject.OBJECT_RADIUS;
CornerExponent = 2;
}
public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
{
if (!CanBeHit())
return false;
switch (e.Action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
if (ClosestPressPosition is Vector2 curClosest)
{
float oldDist = Vector2.DistanceSquared(curClosest, ScreenSpaceDrawQuad.Centre);
float newDist = Vector2.DistanceSquared(e.ScreenSpaceMousePosition, ScreenSpaceDrawQuad.Centre);
if (newDist < oldDist)
ClosestPressPosition = e.ScreenSpaceMousePosition;
}
else
ClosestPressPosition = e.ScreenSpaceMousePosition;
if (IsHovered)
{
Hit();
HitAction ??= e.Action;
return true;
}
break;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
{
}
/// <summary>
/// Resets to a fresh state.
/// </summary>
public void Reset()
{
HitAction = null;
ClosestPressPosition = null;
}
}
private partial class ProxyableSkinnableDrawable : SkinnableDrawable
{
public override bool RemoveWhenNotAlive => false;
public ProxyableSkinnableDrawable(ISkinComponentLookup lookup, Func<ISkinComponentLookup, Drawable>? defaultImplementation = null, ConfineMode confineMode = ConfineMode.NoScaling)
: base(lookup, defaultImplementation, confineMode)
{
}
}
#region FOR EDITOR USE ONLY, DO NOT USE FOR ANY OTHER PURPOSE
internal void SuppressHitAnimations()
{
UpdateState(ArmedState.Idle, true);
UpdateComboColour();
// This method is called every frame. If we need to, the following can likely be converted
// to code which doesn't use transforms at all.
// Matches stable (see https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameplayElements/HitObjects/Osu/HitCircleOsu.cs#L336-L338)
using (BeginAbsoluteSequence(StateUpdateTime - 5))
this.TransformBindableTo(AccentColour, Color4.White, Math.Max(0, HitStateUpdateTime - StateUpdateTime));
using (BeginAbsoluteSequence(HitStateUpdateTime))
this.FadeOut(700).Expire();
}
internal void RestoreHitAnimations()
{
UpdateState(ArmedState.Hit, force: true);
UpdateComboColour();
}
#endregion
}
}